gryphonaerie Posted September 26, 2014 Share Posted September 26, 2014 I'm working on building a cave, and I was wondering if anyone could hell me where to find shadow casters in the creation kit so that I can have strategic areas of darkness? Link to comment Share on other sites More sharing options...
rockyourazz Posted September 26, 2014 Share Posted September 26, 2014 (edited) I sense you are talking about an exterior... You can just use any static geometry to cast shadows - if I need shadows I would use a simple floor panel... and when I needed a nice cave I took a static rock I liked, edited it to have a hole in a 3d program, flipped the faces in nifskope so the textures will face the inside... and put it together with an un-flipped version of it at the same spot to get the outside texture too... worked well for my needs... I don't think you should expect pitch black in an exterior during daytime (I think it's only as dark as the shadows are in that space) - but at night it will be very dark... You could also ask around the more skilled modders how you can change the imagespace with a trigger... I think that will get you a darker cave during daytime... and more control on the lighting conditions... If you are up to it you can try yourself... take a look at this: http://www.creationkit.com/ImageSpaceModifier_Script Edited September 26, 2014 by rockyourazz Link to comment Share on other sites More sharing options...
saberthechampion Posted September 26, 2014 Share Posted September 26, 2014 I think I know what you're asking. I don't know how well you know the CK so I'll give a general explanation. Under the "light" section of the editor choose a type of light you want, say for instance "DefaultTorch01". That will cast shadows. If the name has "NS" on the end then it won't cast shadows. For example "DefaultTorch01NS". So once you put the first one in most objects should cast shadows near it. One thing to remember is that I don't think that shadows are displayed in the CK, so you'll have to load it up in game to see the effect. Unless there's an option to change it or something is wrong with my version, not sure. Hope that helps. Link to comment Share on other sites More sharing options...
Terra Nova Posted September 26, 2014 Share Posted September 26, 2014 I'm just gonna post the same warning that bethesda themselves said on the wiki - don't over do it with shadow casters, as they can hurt performance. Link to comment Share on other sites More sharing options...
gryphonaerie Posted September 26, 2014 Author Share Posted September 26, 2014 Well, to explain, I have made a worldspace that is going to be a large cave, using the lighting template 'EastEmpireCaveFar' with climate of 'BlackreachClimate'. I don't plan to use any shadow-casting lightsources if I can get away with it for performance's sake. What I am trying to do is have the ceiling cave pieces with the sunshafts in them, and place a shadow source at the top so that they fade into darkness, to make it look like cave chimneys heading off into the black reaches of the earth. Link to comment Share on other sites More sharing options...
saberthechampion Posted September 26, 2014 Share Posted September 26, 2014 I'm not sure if there are any shadow sources for this game, someone can correct me if I'm wrong. You could use a blackplane01 found in the static section and put that up in the shaft. Link to comment Share on other sites More sharing options...
gryphonaerie Posted September 26, 2014 Author Share Posted September 26, 2014 I got the idea when watching 'Creation Kit Tutorial Series - Episode 9: Lighting', and they mention at around the 3:30 mark 'shadow casters' effecting fog markers. Link to comment Share on other sites More sharing options...
saberthechampion Posted September 26, 2014 Share Posted September 26, 2014 Yeah, I believe he's talking about lights that cast shadows. I even tried making a light's colour black, but it doesn't work. Sorry, not sure what other options you might have. Link to comment Share on other sites More sharing options...
rockyourazz Posted September 26, 2014 Share Posted September 26, 2014 (edited) Hi again griphonaerie, I am not that familiar with worldspaces - but maybe you could try using one light (with shadows on) and no terrain at all - and have just a custom "floor for your cave (with strategically placed openings) ... and then light the whole worldspace from under (not top like the sun...)... that way you should have the lighting fade to black when it goes to the top of the cave... and just use FX objects for the light shafts from the top of the cave... Or just simply use one light with no shadows and make the top of the cave higher than the radius of the light... then use fx to simulate the light shafts... Edited September 26, 2014 by rockyourazz Link to comment Share on other sites More sharing options...
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